# Copyright (C) 2020 by ÿnérant, eichhornchen, nicomarg, charlse # SPDX-License-Identifier: GPL-3.0-or-later from enum import Enum, auto from math import ceil, sqrt from random import choice, choices, randint from typing import List, Optional, Any, Dict, Tuple from queue import PriorityQueue from functools import reduce from copy import deepcopy from .display.texturepack import TexturePack from .translations import gettext as _ class Logs: """ The logs object stores the messages to display. It encapsulates a list of such messages, to allow multiple pointers to keep track of it even if the list was to be reassigned. """ def __init__(self) -> None: self.messages = [] def add_message(self, msg: str) -> None: self.messages.append(msg) def add_messages(self, msg: List[str]) -> None: self.messages += msg def clear(self) -> None: self.messages = [] class Slope(): X: int Y: int def __init__(self, y: int, x: int) -> None: self.Y = y self.X = x def compare(self, other: "Slope") -> int: y, x = other.Y, other.X return self.Y * x - self.X * y def __lt__(self, other: "Slope") -> bool: return self.compare(other) < 0 def __eq__(self, other: "Slope") -> bool: return self.compare(other) == 0 def __gt__(self, other: "Slope") -> bool: return self.compare(other) > 0 def __le__(self, other: "Slope") -> bool: return self.compare(other) <= 0 def __ge__(self, other: "Slope") -> bool: return self.compare(other) >= 0 class Map: """ The Map object represents a with its width, height and tiles, that have their custom properties. """ floor: int width: int height: int start_y: int start_x: int tiles: List[List["Tile"]] visibility: List[List[bool]] seen_tiles: List[List[bool]] entities: List["Entity"] logs: Logs # coordinates of the point that should be # on the topleft corner of the screen currentx: int currenty: int def __init__(self, width: int = 0, height: int = 0, tiles: list = None, start_y: int = 0, start_x: int = 0): self.floor = 0 self.width = width self.height = height self.start_y = start_y self.start_x = start_x self.tiles = tiles or [] self.visibility = [[False for _ in range(len(self.tiles[0]))] for _ in range(len(self.tiles))] self.seen_tiles = [[False for _ in range(len(tiles[0]))] for _ in range(len(self.tiles))] self.entities = [] self.logs = Logs() def add_entity(self, entity: "Entity") -> None: """ Registers a new entity in the map. """ if entity.is_familiar(): self.entities.insert(1, entity) else: self.entities.append(entity) entity.map = self def remove_entity(self, entity: "Entity") -> None: """ Unregisters an entity from the map. """ if entity in self.entities: self.entities.remove(entity) def find_entities(self, entity_class: type) -> list: return [entity for entity in self.entities if isinstance(entity, entity_class)] def is_free(self, y: int, x: int) -> bool: """ Indicates that the tile at the coordinates (y, x) is empty. """ return 0 <= y < self.height and 0 <= x < self.width and \ self.tiles[y][x].can_walk() and \ not any(entity.x == x and entity.y == y for entity in self.entities) def entity_is_present(self, y: int, x: int) -> bool: """ Indicates that the tile at the coordinates (y, x) contains a killable entity. """ return 0 <= y < self.height and 0 <= x < self.width and \ any(entity.x == x and entity.y == y and entity.is_friendly() for entity in self.entities) @staticmethod def load(filename: str) -> "Map": """ Reads a file that contains the content of a map, and builds a Map object. """ with open(filename, "r") as f: file = f.read() return Map.load_from_string(file) @staticmethod def load_from_string(content: str) -> "Map": """ Loads a map represented by its characters and builds a Map object. """ lines = content.split("\n") first_line = lines[0] start_y, start_x = map(int, first_line.split(" ")) lines = [line for line in lines[1:] if line] height = len(lines) width = len(lines[0]) tiles = [[Tile.from_ascii_char(c) for x, c in enumerate(line)] for y, line in enumerate(lines)] return Map(width, height, tiles, start_y, start_x) @staticmethod def load_dungeon_from_string(content: str) -> List[List["Tile"]]: """ Transforms a string into the list of corresponding tiles. """ lines = content.split("\n") tiles = [[Tile.from_ascii_char(c) for x, c in enumerate(line)] for y, line in enumerate(lines)] return tiles def draw_string(self, pack: TexturePack) -> str: """ Draws the current map as a string object that can be rendered in the window. """ return "\n".join("".join(tile.char(pack) for tile in line) for line in self.tiles) def spawn_random_entities(self, count: int) -> None: """ Puts randomly {count} entities on the map, only on empty ground tiles. """ for _ignored in range(count): y, x = 0, 0 while True: y, x = randint(0, self.height - 1), randint(0, self.width - 1) tile = self.tiles[y][x] if tile.can_walk(): break entity = choices(Entity.get_all_entity_classes(), weights=Entity.get_weights(), k=1)[0]() entity.move(y, x) self.add_entity(entity) def is_visible_from(self, starty: int, startx: int, desty: int, destx: int, max_range: int) -> bool: oldvisibility = deepcopy(self.visibility) self.compute_visibility(starty, startx, max_range) result = self.visibility[desty][destx] self.visibility = oldvisibility return result def compute_visibility(self, y: int, x: int, max_range: int) -> None: """ Sets the visible tiles to be the ones visible by an entity at point (y, x), using a twaked shadow casting algorithm """ for line in self.visibility: for i in range(len(line)): line[i] = False self.set_visible(0, 0, 0, (y, x)) for octant in range(8): self.compute_visibility_octant(octant, (y, x), max_range, 1, Slope(1, 1), Slope(0, 1)) def crop_top_visibility(self, octant: int, origin: Tuple[int, int], x: int, top: Slope) -> int: if top.X == 1: top_y = x else: top_y = ceil(((x * 2 - 1) * top.Y + top.X) / (top.X * 2)) if self.is_wall(top_y, x, octant, origin): top_y += top >= Slope(top_y * 2 + 1, x * 2) and not \ self.is_wall(top_y + 1, x, octant, origin) else: ax = x * 2 ax += self.is_wall(top_y + 1, x + 1, octant, origin) top_y += top > Slope(top_y * 2 + 1, ax) return top_y def crop_bottom_visibility(self, octant: int, origin: Tuple[int, int], x: int, bottom: Slope) -> int: if bottom.Y == 0: bottom_y = 0 else: bottom_y = ceil(((x * 2 - 1) * bottom.Y + bottom.X) / (bottom.X * 2)) bottom_y += bottom >= Slope(bottom_y * 2 + 1, x * 2) and \ self.is_wall(bottom_y, x, octant, origin) and \ not self.is_wall(bottom_y + 1, x, octant, origin) return bottom_y def compute_visibility_octant(self, octant: int, origin: Tuple[int, int], max_range: int, distance: int, top: Slope, bottom: Slope) -> None: for x in range(distance, max_range + 1): top_y = self.crop_top_visibility(octant, origin, x, top) bottom_y = self.crop_bottom_visibility(octant, origin, x, bottom) was_opaque = -1 for y in range(top_y, bottom_y - 1, -1): if x + y > max_range: continue is_opaque = self.is_wall(y, x, octant, origin) if y == top_y and octant == 7 and x == 4: self.logs.add_message(f"{x}, {y}, {top.X}, {top.Y}") is_visible = is_opaque\ or ((y != top_y or top >= Slope(y, x)) and (y != bottom_y or bottom <= Slope(y, x))) # is_visible = is_opaque\ # or ((y != top_y or top >= Slope(y, x)) # and (y != bottom_y or bottom <= Slope(y, x))) if is_visible: self.set_visible(y, x, octant, origin) if x == max_range: continue if is_opaque and was_opaque == 0: nx, ny = x * 2, y * 2 + 1 nx -= self.is_wall(y + 1, x, octant, origin) if top > Slope(ny, nx): if y == bottom_y: bottom = Slope(ny, nx) break else: self.compute_visibility_octant( octant, origin, max_range, x + 1, top, Slope(ny, nx)) elif y == bottom_y: # pragma: no cover return elif not is_opaque and was_opaque == 1: nx, ny = x * 2, y * 2 + 1 nx += self.is_wall(y + 1, x + 1, octant, origin) if bottom >= Slope(ny, nx): # pragma: no cover return top = Slope(ny, nx) was_opaque = is_opaque if was_opaque != 0: break @staticmethod def translate_coord(y: int, x: int, octant: int, origin: Tuple[int, int]) -> Tuple[int, int]: ny, nx = origin if octant == 0: return ny - y, nx + x elif octant == 1: return ny - x, nx + y elif octant == 2: return ny - x, nx - y elif octant == 3: return ny - y, nx - x elif octant == 4: return ny + y, nx - x elif octant == 5: return ny + x, nx - y elif octant == 6: return ny + x, nx + y elif octant == 7: return ny + y, nx + x def is_wall(self, y: int, x: int, octant: int, origin: Tuple[int, int]) -> bool: y, x = self.translate_coord(y, x, octant, origin) return 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]) and \ self.tiles[y][x].is_wall() def set_visible(self, y: int, x: int, octant: int, origin: Tuple[int, int]) -> None: y, x = self.translate_coord(y, x, octant, origin) if 0 <= y < len(self.tiles) and 0 <= x < len(self.tiles[0]): self.visibility[y][x] = True self.seen_tiles[y][x] = True def tick(self, p: Any) -> None: """ Triggers all entity events. """ for entity in self.entities: if entity.is_familiar(): entity.act(p, self) else: entity.act(self) def save_state(self) -> dict: """ Saves the map's attributes to a dictionary. """ d = dict() d["width"] = self.width d["height"] = self.height d["start_y"] = self.start_y d["start_x"] = self.start_x d["currentx"] = self.currentx d["currenty"] = self.currenty d["entities"] = [] for enti in self.entities: d["entities"].append(enti.save_state()) d["map"] = self.draw_string(TexturePack.ASCII_PACK) d["seen_tiles"] = self.seen_tiles return d def load_state(self, d: dict) -> "Map": """ Loads the map's attributes from a dictionary. """ self.width = d["width"] self.height = d["height"] self.start_y = d["start_y"] self.start_x = d["start_x"] self.currentx = d["currentx"] self.currenty = d["currenty"] self.tiles = self.load_dungeon_from_string(d["map"]) self.seen_tiles = d["seen_tiles"] self.visibility = [[False for _ in range(len(self.tiles[0]))] for _ in range(len(self.tiles))] self.entities = [] dictclasses = Entity.get_all_entity_classes_in_a_dict() for entisave in d["entities"]: self.add_entity(dictclasses[entisave["type"]](**entisave)) return self class Tile(Enum): """ The internal representation of the tiles of the map. """ EMPTY = auto() WALL = auto() FLOOR = auto() LADDER = auto() @staticmethod def from_ascii_char(ch: str) -> "Tile": """ Maps an ascii character to its equivalent in the texture pack. """ for tile in Tile: if tile.char(TexturePack.ASCII_PACK) == ch: return tile raise ValueError(ch) def char(self, pack: TexturePack) -> str: """ Translates a Tile to the corresponding character according to the texture pack. """ val = getattr(pack, self.name) return val[0] if isinstance(val, tuple) else val def visible_color(self, pack: TexturePack) -> Tuple[int, int]: """ Retrieve the tuple (fg_color, bg_color) of the current Tile if it is visible. """ val = getattr(pack, self.name) return (val[2], val[4]) if isinstance(val, tuple) else \ (pack.tile_fg_visible_color, pack.tile_bg_color) def hidden_color(self, pack: TexturePack) -> Tuple[int, int]: """ Retrieve the tuple (fg_color, bg_color) of the current Tile. """ val = getattr(pack, self.name) return (val[1], val[3]) if isinstance(val, tuple) else \ (pack.tile_fg_color, pack.tile_bg_color) def is_wall(self) -> bool: """ Is this Tile a wall? """ return self == Tile.WALL def is_ladder(self) -> bool: """ Is this Tile a ladder? """ return self == Tile.LADDER def can_walk(self) -> bool: """ Checks if an entity (player or not) can move in this tile. """ return not self.is_wall() and self != Tile.EMPTY class Entity: """ An Entity object represents any entity present on the map. """ y: int x: int name: str map: Map paths: Dict[Tuple[int, int], Tuple[int, int]] # noinspection PyShadowingBuiltins def __init__(self, y: int = 0, x: int = 0, name: Optional[str] = None, map: Optional[Map] = None, *ignored, **ignored2): self.y = y self.x = x self.name = name self.map = map self.paths = None def check_move(self, y: int, x: int, move_if_possible: bool = False)\ -> bool: """ Checks if moving to (y,x) is authorized. """ free = self.map.is_free(y, x) if free and move_if_possible: self.move(y, x) return free def move(self, y: int, x: int) -> bool: """ Moves an entity to (y,x) coordinates. """ self.y = y self.x = x return True def move_up(self, force: bool = False) -> bool: """ Moves the entity up one tile, if possible. """ return self.move(self.y - 1, self.x) if force else \ self.check_move(self.y - 1, self.x, True) def move_down(self, force: bool = False) -> bool: """ Moves the entity down one tile, if possible. """ return self.move(self.y + 1, self.x) if force else \ self.check_move(self.y + 1, self.x, True) def move_left(self, force: bool = False) -> bool: """ Moves the entity left one tile, if possible. """ return self.move(self.y, self.x - 1) if force else \ self.check_move(self.y, self.x - 1, True) def move_right(self, force: bool = False) -> bool: """ Moves the entity right one tile, if possible. """ return self.move(self.y, self.x + 1) if force else \ self.check_move(self.y, self.x + 1, True) def recalculate_paths(self, max_distance: int = 12) -> None: """ Uses Dijkstra algorithm to calculate best paths for other entities to go to this entity. If self.paths is None, does nothing. """ if self.paths is None: return distances = [] predecessors = [] # four Dijkstras, one for each adjacent tile for dir_y, dir_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]: queue = PriorityQueue() new_y, new_x = self.y + dir_y, self.x + dir_x if not 0 <= new_y < self.map.height or \ not 0 <= new_x < self.map.width or \ not self.map.tiles[new_y][new_x].can_walk(): continue queue.put(((1, 0), (new_y, new_x))) visited = [(self.y, self.x)] distances.append({(self.y, self.x): (0, 0), (new_y, new_x): (1, 0)}) predecessors.append({(new_y, new_x): (self.y, self.x)}) while not queue.empty(): dist, (y, x) = queue.get() if dist[0] >= max_distance or (y, x) in visited: continue visited.append((y, x)) for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]: new_y, new_x = y + diff_y, x + diff_x if not 0 <= new_y < self.map.height or \ not 0 <= new_x < self.map.width or \ not self.map.tiles[new_y][new_x].can_walk(): continue new_distance = (dist[0] + 1, dist[1] + (not self.map.is_free(y, x))) if not (new_y, new_x) in distances[-1] or \ distances[-1][(new_y, new_x)] > new_distance: predecessors[-1][(new_y, new_x)] = (y, x) distances[-1][(new_y, new_x)] = new_distance queue.put((new_distance, (new_y, new_x))) # For each tile that is reached by at least one Dijkstra, sort the # different paths by distance to the player. For the technical bits : # The reduce function is a fold starting on the first element of the # iterable, and we associate the points to their distance, sort # along the distance, then only keep the points. self.paths = {} for y, x in reduce(set.union, [set(p.keys()) for p in predecessors], set()): self.paths[(y, x)] = [p for d, p in sorted( [(distances[i][(y, x)], predecessors[i][(y, x)]) for i in range(len(distances)) if (y, x) in predecessors[i]])] def act(self, m: Map) -> None: """ Defines the action the entity will do at each tick. By default, does nothing. """ pass def distance_squared(self, other: "Entity") -> int: """ Gives the square of the distance to another entity. Useful to check distances since taking the square root takes time. """ return (self.y - other.y) ** 2 + (self.x - other.x) ** 2 def distance(self, other: "Entity") -> float: """ Gives the cartesian distance to another entity. """ return sqrt(self.distance_squared(other)) def is_fighting_entity(self) -> bool: """ Is this entity a fighting entity? """ return isinstance(self, FightingEntity) def is_item(self) -> bool: """ Is this entity an item? """ from squirrelbattle.entities.items import Item return isinstance(self, Item) def is_friendly(self) -> bool: """ Is this entity a friendly entity? """ return isinstance(self, FriendlyEntity) def is_familiar(self) -> bool: """ Is this entity a familiar? """ from squirrelbattle.entities.friendly import Familiar return isinstance(self, Familiar) def is_merchant(self) -> bool: """ Is this entity a merchant? """ from squirrelbattle.entities.friendly import Merchant return isinstance(self, Merchant) def is_chest(self) -> bool: """ Is this entity a chest? """ from squirrelbattle.entities.friendly import Chest return isinstance(self, Chest) @property def translated_name(self) -> str: """ Translates the name of entities. """ return _(self.name.replace("_", " ")) @staticmethod def get_all_entity_classes() -> list: """ Returns all entities subclasses. """ from squirrelbattle.entities.items import BodySnatchPotion, Bomb, Heart from squirrelbattle.entities.monsters import Tiger, Hedgehog, \ Rabbit, TeddyBear, GiantSeaEagle from squirrelbattle.entities.friendly import Merchant, Sunflower, \ Trumpet, Chest return [BodySnatchPotion, Bomb, Heart, Hedgehog, Rabbit, TeddyBear, Sunflower, Tiger, Merchant, GiantSeaEagle, Trumpet, Chest] @staticmethod def get_weights() -> list: """ Returns a weigth list associated to the above function, to be used to spawn random entities with a certain probability. """ return [3, 5, 6, 5, 5, 5, 5, 4, 3, 1, 2, 4] @staticmethod def get_all_entity_classes_in_a_dict() -> dict: """ Returns all entities subclasses in a dictionary. """ from squirrelbattle.entities.player import Player from squirrelbattle.entities.monsters import Tiger, Hedgehog, Rabbit, \ TeddyBear, GiantSeaEagle from squirrelbattle.entities.friendly import Merchant, Sunflower, \ Trumpet, Chest from squirrelbattle.entities.items import BodySnatchPotion, Bomb, \ Heart, Sword, Shield, Chestplate, Helmet, RingCritical, RingXP, \ ScrollofDamage, ScrollofWeakening, Ruler, Bow, FireBallStaff, \ Monocle return { "BodySnatchPotion": BodySnatchPotion, "Bomb": Bomb, "Bow": Bow, "Chest": Chest, "Chestplate": Chestplate, "Eagle": GiantSeaEagle, "FireBallStaff": FireBallStaff, "Heart": Heart, "Hedgehog": Hedgehog, "Helmet": Helmet, "Merchant": Merchant, "Monocle": Monocle, "Player": Player, "Rabbit": Rabbit, "RingCritical": RingCritical, "RingXP": RingXP, "Ruler": Ruler, "ScrollofDamage": ScrollofDamage, "ScrollofWeakening": ScrollofWeakening, "Shield": Shield, "Sunflower": Sunflower, "Sword": Sword, "Trumpet": Trumpet, "TeddyBear": TeddyBear, "Tiger": Tiger, } def save_state(self) -> dict: """ Saves the coordinates of the entity. """ d = dict() d["x"] = self.x d["y"] = self.y d["type"] = self.__class__.__name__ return d class FightingEntity(Entity): """ A FightingEntity is an entity that can fight, and thus has a health, level and stats. """ maxhealth: int health: int strength: int intelligence: int charisma: int dexterity: int constitution: int level: int critical: int def __init__(self, maxhealth: int = 0, health: Optional[int] = None, strength: int = 0, intelligence: int = 0, charisma: int = 0, dexterity: int = 0, constitution: int = 0, level: int = 0, critical: int = 0, *args, **kwargs) -> None: super().__init__(*args, **kwargs) self.maxhealth = maxhealth self.health = maxhealth if health is None else health self.strength = strength self.intelligence = intelligence self.charisma = charisma self.dexterity = dexterity self.constitution = constitution self.level = level self.critical = critical self.effects = [] # effects = temporary buff or weakening of the stats. @property def dead(self) -> bool: """ Is this entity dead ? """ return self.health <= 0 def act(self, m: Map) -> None: """ Refreshes all current effects. """ for i in range(len(self.effects)): self.effects[i][2] -= 1 copy = self.effects[:] for i in range(len(copy)): if copy[i][2] <= 0: setattr(self, copy[i][0], getattr(self, copy[i][0]) - copy[i][1]) self.effects.remove(copy[i]) def hit(self, opponent: "FightingEntity") -> str: """ The entity deals damage to the opponent based on their respective stats. """ diceroll = randint(1, 100) damage = max(0, self.strength) string = " " if diceroll <= self.critical: # It is a critical hit damage *= 4 string = " " + _("It's a critical hit!") + " " return _("{name} hits {opponent}.")\ .format(name=_(self.translated_name.capitalize()), opponent=_(opponent.translated_name)) + string + \ opponent.take_damage(self, damage) def take_damage(self, attacker: "Entity", amount: int) -> str: """ The entity takes damage from the attacker based on their respective stats. """ damage = max(0, amount - self.constitution) self.health -= damage if self.health <= 0: self.die() return _("{name} takes {damage} damage.")\ .format(name=self.translated_name.capitalize(), damage=str(damage))\ + (" " + _("{name} dies.") .format(name=self.translated_name.capitalize()) if self.health <= 0 else "") def die(self) -> None: """ If a fighting entity has no more health, it dies and is removed. """ self.map.remove_entity(self) def keys(self) -> list: """ Returns a fighting entity's specific attributes. """ return ["name", "maxhealth", "health", "level", "strength", "intelligence", "charisma", "dexterity", "constitution"] def save_state(self) -> dict: """ Saves the state of the entity into a dictionary. """ d = super().save_state() for name in self.keys(): d[name] = getattr(self, name) return d class FriendlyEntity(FightingEntity): """ Friendly entities are living entities which do not attack the player. """ dialogue_option: list def talk_to(self, player: Any) -> str: return _("{entity} said: {message}").format( entity=self.translated_name.capitalize(), message=choice(self.dialogue_option)) def keys(self) -> list: """ Returns a friendly entity's specific attributes. """ return ["maxhealth", "health"] class InventoryHolder(Entity): hazel: int # Currency of the game inventory: list def translate_inventory(self, inventory: list) -> list: """ Translates the JSON save of the inventory into a list of the items in the inventory. """ for i in range(len(inventory)): if isinstance(inventory[i], dict): inventory[i] = self.dict_to_item(inventory[i]) return inventory def dict_to_item(self, item_dict: dict) -> Entity: """ Translates a dictionnary that contains the state of an item into an item object. """ entity_classes = self.get_all_entity_classes_in_a_dict() item_class = entity_classes[item_dict["type"]] return item_class(**item_dict) def save_state(self) -> dict: """ The inventory of the merchant is saved in a JSON format. """ d = super().save_state() d["hazel"] = self.hazel d["inventory"] = [item.save_state() for item in self.inventory] return d def add_to_inventory(self, obj: Any) -> None: """ Adds an object to the inventory. """ if obj not in self.inventory: self.inventory.append(obj) def remove_from_inventory(self, obj: Any) -> None: """ Removes an object from the inventory. """ if obj in self.inventory: self.inventory.remove(obj) def change_hazel_balance(self, hz: int) -> None: """ Changes the number of hazel the entity has by hz. hz is negative when the entity loses money and positive when it gains money. """ self.hazel += hz